/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2010, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1996-2000
- * Markus Armbruster, 2006-2009
+ * Markus Armbruster, 2006-2012
*/
#include <config.h>
#include <ctype.h>
#include <math.h>
+#include "chance.h"
#include "combat.h"
+#include "empobj.h"
#include "file.h"
#include "map.h"
#include "misc.h"
#include "mission.h"
+#include "news.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "plague.h"
#include "player.h"
#include "prototypes.h"
-#include "xy.h"
-#include "empobj.h"
#include "unit.h"
+#include "xy.h"
#define CASUALTY_LUMP 1 /* How big casualty chunks should be */
mil);
com->troops = mil;
} else { /* attacker */
- if (owner != player->cnum
- && getrel(getnatp(owner), player->cnum) != ALLIED) {
+ if (owner != com->own && owner != player->cnum) {
/* must be EF_SECTOR */
- if (com->mil)
+ if (com->troops)
pr("WARNING: Your %d mil in %s were destroyed because %s just took the sector!\n",
com->mil, xyas(com->x, com->y, player->cnum),
cname(owner));
else
- pr("You no longer own %s\n",
- xyas(com->x, com->y, player->cnum));
+ pr("%s just took %s!\n",
+ cname(owner), xyas(com->x, com->y, player->cnum));
return att_combat_init(com, EF_BAD);
}
if (com->troops && com->troops + 1 > mil) {
att_abort(int combat_mode, struct combat *off, struct combat *def)
{
struct sctstr sect;
- int rel;
- char y_or_n[512];
- struct natstr *natp;
if (player->aborted)
return 1;
setcont(player->cnum, def->own, FOUND_SPY);
setcont(def->own, player->cnum, FOUND_SPY);
}
- if (opt_SLOW_WAR && def->own != player->cnum) {
- natp = getnatp(player->cnum);
- rel = getrel(natp, def->own);
-
- if (rel == ALLIED) {
- sprintf(y_or_n, "Sector is owned by %s, your ally, %s [yn]? ",
- cname(def->own), att_mode[combat_mode]);
- if (!confirm(y_or_n))
- return abort_attack();
- }
- if ((rel != AT_WAR) && (def->own) &&
- (sect.sct_oldown != player->cnum)) {
- pr("You're not at war with them!\n");
- return abort_attack();
- }
- }
return 0;
}
* of high-mobility sectors (mountains): for those we
* still require attack mobility.
*/
- pathcost = att_mobcost(off->own, def, lnd_mobtype(&land));
+ pathcost = att_mobcost(land.lnd_own, def, lnd_mobtype(&land));
mobcost = lnd_pathcost(&land, pathcost);
if (pathcost < 1.0) {
if (land.lnd_mobil <= 0) {
}
if (w < 0) {
lnd_print(player->cnum, llp,
- "is in a sector not owned by you");
+ "can't attack from this sector now");
lnd_delete(llp);
continue;
}
{
struct nstr_item ni;
struct lndstr land;
- struct sctstr sect, dsect;
struct ulist *llp;
int dtotal;
double new_land = 0;
double pathcost;
int origx, origy;
double eff = att_combat_eff(def);
- char buf[1024];
if (list)
dtotal = get_dtotal(def, list, 1.0, 1);
if (!in_oparea((struct empobj *)&land, def->x, def->y))
continue;
- getsect(land.lnd_x, land.lnd_y, §);
- getsect(def->x, def->y, &dsect);
- if (!BestLandPath(buf, §, &dsect, &pathcost,
- lnd_mobtype(&land)))
+ pathcost = path_find(land.lnd_x, land.lnd_y, def->x, def->y,
+ def->own, lnd_mobtype(&land));
+ if (pathcost < 0)
continue;
-
mobcost = lnd_pathcost(&land, pathcost);
if (land.lnd_mobil < mobcost)
continue;
* since a single dead guy normally wouldn't cause a commander to
* rethink his strategies, but 50 dead guys might.
*/
- odds += (random() % 11 - 5) / 100.0;
+ odds += (roll(11) - 6) / 100.0;
if (odds < 0.0)
odds = 0.1;
if (odds > 1.0)
odds = 1.0;
- recalctime = 8 + (random() % 43);
+ recalctime = 7 + roll(43);
while (!success && ototal) {
if (chance(odds)) {
pr("!");
if (((a_cas + d_cas) % 70) == 69)
pr("\n");
if (recalctime-- <= 0) {
- recalctime = 8 + (random() % 43);
+ recalctime = 7 + roll(43);
odds = att_calcodds(ototal, dtotal);
- odds += (random() % 11 - 5) / 100.0;
+ odds += (roll(11) - 6) / 100.0;
if (odds < 0.0)
odds = 0.1;
if (odds > 1.0)
switch (combat_mode) {
case A_ATTACK:
mobcost = lnd_pathcost(&llp->unit.land,
- att_mobcost(off->own, def,
+ att_mobcost(llp->unit.land.lnd_own, def,
lnd_mobtype(&llp->unit.land)));
break;
case A_ASSAULT: